Daywalker: New Acquired Template [Archive] - Wizards Community

Post/Author/DateTimePost
Jetstream

10-23-07, 02:52 AM
My DM and I were working on characters for a new game and I expressed a desire to have some of the benefits of a Half-Vampire, but didn't want to be the full-blown +2 LA version. Sitting down with him, we came up with something that seemed to fit the bill and I wrote the flavor for it.

I hope something like this hasn't been posted (too many times) already. I looked around but couldn't find anything. I like being semi-unique ;)


Daywalker

At some point in your history you attracted the notice of a vampire which attempted to turn you. Midway through the procedure, something happened to stop the process; perhaps a mighty Priest happened upon you and frightened the vampire away, or perhaps the creature was slain in the midst of his dark ritual. In either case, you were assisted and spirited away to a temple, where the clerics attempted to save you from your fate... It worked, to one extent or another, and you did not become a scion of the undead. Despite this, however, you do retain some scars of that encounter. Not true vampire, nor even half; if you came away from the encounter with a thirst, it was for the death of that which corrupted your life.

Creating a Daywalker

"Daywalker" is an acquired template that can be added to any humanoid or monstrous humanoid (refered to hereafter as the base creature). The creature's size and type do not change.
A daywalker uses all the base creature's statistics and special abilities except as noted here.

Armor Class: A daywalker’s natural armor bonus improves by 1.
Special Qualities: A daywalker retains all the special qualities of the base creature and also gains those described below.
Fast Healing (Ex): A daywalker heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the daywalker has more than half its full normal hit points, its fast healing does not function (but other forms of healing still function normally).
Resistances (Ex): A daywalker has resistance to cold 5 and electricity 5.
Abilities: Increase from the base creature as follows: Str +2, Dex +2.
Skills: Daywalkers have a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks. Otherwise, same as the base creature.
Feats: A daywalker gains Improved Initiative, if the base creature doesn’t already have that feat.

Environment: Any, usually same as base creature.
Organization: Solitary.
Challenge Rating: Same as the base creature +1.
Level Adjustment: Same as the base creature +1.
zeratulcraft

10-23-07, 03:50 AM
Wow, I was expecting to see half-vampire typed out in full, but that's actually a cool template. Nothing wrong with it far as I can see.
RobbyPants

10-23-07, 03:20 PM
It's on the powerful side of LA +1 (particularly with the fast healing and natural armor bonus), but I think it's still within bounds. This actually isn't that bad of a template. If you're using the Level Adjustment buy-off variant from UA, then it makes it all the more attractive. By 4th level, you can be rid of the LA +1 entirely, and be on your way to catching up to the rest of the party with the increased XP you get for being lower level.

This is pretty nice.
deathbane

10-23-07, 06:45 PM
It's on the powerful side of LA +1 (particularly with the fast healing and natural armor bonus), but I think it's still within bounds. This actually isn't that bad of a template. If you're using the Level Adjustment buy-off variant from UA, then it makes it all the more attractive. By 4th level, you can be rid of the LA +1 entirely, and be on your way to catching up to the rest of the party with the increased XP you get for being lower level.

This is pretty nice.

If you are going to play into high levels I would try to get the natural armor up to +3, because the other bonuses don't do enough for you to lose a class unless your group is more into the roleplaying than mechanics of it.
eternalGM

10-23-07, 08:00 PM
If you want a confirmation that it is a LA +1 then look at this fantastic reference for racial level adjustments! http://yabathewhat.tripod.com/FP.pdf yabathewhat has done a great job and according to his system u are probably on the LA +2 side, i havnt checked though. njoy! :D
RobbyPants

10-24-07, 08:41 AM
If you are going to play into high levels I would try to get the natural armor up to +3, because the other bonuses don't do enough for you to lose a class unless your group is more into the roleplaying than mechanics of it.
That's why I mentioned the Level Adjustment Buy-off variant (http://www.d20srd.org/srd/variant/races/reducingLevelAdjustments.htm) from Unearthed Arcana in my first post. The idea is after you've gotten your 3rd class level, you pay the XP cost to simply drop the LA, leaving you at 3rd level (LA +0) while the rest of the group is level 4. If you look at the XP charts in the DMG, you'll get more XP per encounter if you're a lower level than the rest of the group. Thus, after a few levels, you'll completely catch up.